/*
Copyright (C) 1997-2001 Id Software, Inc.

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
/*
==============================================================================

mutant

==============================================================================
*/

#include "g_local.h"
#include "m_mutant.h"

static int  sound_swing;
static int  sound_hit;
static int  sound_hit2;
static int  sound_death;
static int  sound_idle;
static int  sound_pain1;
static int  sound_pain2;
static int  sound_sight;
static int  sound_search;
static int  sound_step1;
static int  sound_step2;
static int  sound_step3;
static int  sound_thud;

//
// SOUNDS
//

void mutant_step(edict_t *self)
{
    int     n;
    n = (Q_rand() + 1) % 3;
    if (n == 0)
        gi.sound(self, CHAN_VOICE, sound_step1, 1, ATTN_NORM, 0);
    else if (n == 1)
        gi.sound(self, CHAN_VOICE, sound_step2, 1, ATTN_NORM, 0);
    else
        gi.sound(self, CHAN_VOICE, sound_step3, 1, ATTN_NORM, 0);
}

void mutant_sight(edict_t *self, edict_t *other)
{
    gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}

void mutant_search(edict_t *self)
{
    gi.sound(self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
}

void mutant_swing(edict_t *self)
{
    gi.sound(self, CHAN_VOICE, sound_swing, 1, ATTN_NORM, 0);
}

//
// STAND
//

static const mframe_t mutant_frames_stand[] = {
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },      // 10

    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },      // 20

    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },      // 30

    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },      // 40

    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },      // 50

    { ai_stand, 0, NULL }
};
const mmove_t mutant_move_stand = {FRAME_stand101, FRAME_stand151, mutant_frames_stand, NULL};

void mutant_stand(edict_t *self)
{
    self->monsterinfo.currentmove = &mutant_move_stand;
}

//
// IDLE
//

void mutant_idle_loop(edict_t *self)
{
    if (random() < 0.75f)
        self->monsterinfo.nextframe = FRAME_stand155;
}

static const mframe_t mutant_frames_idle[] = {
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },                  // scratch loop start
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, mutant_idle_loop },      // scratch loop end
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL }
};
const mmove_t mutant_move_idle = {FRAME_stand152, FRAME_stand164, mutant_frames_idle, mutant_stand};

void mutant_idle(edict_t *self)
{
    self->monsterinfo.currentmove = &mutant_move_idle;
    gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
}

//
// WALK
//

void mutant_walk(edict_t *self);

static const mframe_t mutant_frames_walk[] = {
    { ai_walk,    3,      NULL },
    { ai_walk,    1,      NULL },
    { ai_walk,    5,      NULL },
    { ai_walk,    10,     NULL },
    { ai_walk,    13,     NULL },
    { ai_walk,    10,     NULL },
    { ai_walk,    0,      NULL },
    { ai_walk,    5,      NULL },
    { ai_walk,    6,      NULL },
    { ai_walk,    16,     NULL },
    { ai_walk,    15,     NULL },
    { ai_walk,    6,      NULL }
};
const mmove_t mutant_move_walk = {FRAME_walk05, FRAME_walk16, mutant_frames_walk, NULL};

void mutant_walk_loop(edict_t *self)
{
    self->monsterinfo.currentmove = &mutant_move_walk;
}

static const mframe_t mutant_frames_start_walk[] = {
    { ai_walk,    5,      NULL },
    { ai_walk,    5,      NULL },
    { ai_walk,    -2,     NULL },
    { ai_walk,    1,      NULL }
};
const mmove_t mutant_move_start_walk = {FRAME_walk01, FRAME_walk04, mutant_frames_start_walk, mutant_walk_loop};

void mutant_walk(edict_t *self)
{
    self->monsterinfo.currentmove = &mutant_move_start_walk;
}

//
// RUN
//

static const mframe_t mutant_frames_run[] = {
    { ai_run, 40,     NULL },
    { ai_run, 40,     mutant_step },
    { ai_run, 24,     NULL },
    { ai_run, 5,      mutant_step },
    { ai_run, 17,     NULL },
    { ai_run, 10,     NULL }
};
const mmove_t mutant_move_run = {FRAME_run03, FRAME_run08, mutant_frames_run, NULL};

void mutant_run(edict_t *self)
{
    if (self->monsterinfo.aiflags & AI_STAND_GROUND)
        self->monsterinfo.currentmove = &mutant_move_stand;
    else
        self->monsterinfo.currentmove = &mutant_move_run;
}

//
// MELEE
//

void mutant_hit_left(edict_t *self)
{
    vec3_t  aim;

    VectorSet(aim, MELEE_DISTANCE, self->mins[0], 8);
    if (fire_hit(self, aim, (10 + (Q_rand() % 5)), 100))
        gi.sound(self, CHAN_WEAPON, sound_hit, 1, ATTN_NORM, 0);
    else
        gi.sound(self, CHAN_WEAPON, sound_swing, 1, ATTN_NORM, 0);
}

void mutant_hit_right(edict_t *self)
{
    vec3_t  aim;

    VectorSet(aim, MELEE_DISTANCE, self->maxs[0], 8);
    if (fire_hit(self, aim, (10 + (Q_rand() % 5)), 100))
        gi.sound(self, CHAN_WEAPON, sound_hit2, 1, ATTN_NORM, 0);
    else
        gi.sound(self, CHAN_WEAPON, sound_swing, 1, ATTN_NORM, 0);
}

void mutant_check_refire(edict_t *self)
{
    if (!self->enemy || !self->enemy->inuse || self->enemy->health <= 0)
        return;

    if (((skill->value == 3) && (random() < 0.5f)) || (range(self, self->enemy) == RANGE_MELEE))
        self->monsterinfo.nextframe = FRAME_attack09;
}

static const mframe_t mutant_frames_attack[] = {
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  mutant_hit_left },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  mutant_hit_right },
    { ai_charge,  0,  mutant_check_refire }
};
const mmove_t mutant_move_attack = {FRAME_attack09, FRAME_attack15, mutant_frames_attack, mutant_run};

void mutant_melee(edict_t *self)
{
    self->monsterinfo.currentmove = &mutant_move_attack;
}

//
// ATTACK
//

void mutant_jump_touch(edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
    if (self->health <= 0) {
        self->touch = NULL;
        return;
    }

    if (other->takedamage) {
        if (VectorLength(self->velocity) > 400) {
            vec3_t  point;
            vec3_t  normal;
            int     damage;

            VectorCopy(self->velocity, normal);
            VectorNormalize(normal);
            VectorMA(self->s.origin, self->maxs[0], normal, point);
            damage = 40 + 10 * random();
            T_Damage(other, self, self, self->velocity, point, normal, damage, damage, 0, MOD_UNKNOWN);
        }
    }

    if (!M_CheckBottom(self)) {
        if (self->groundentity) {
            self->monsterinfo.nextframe = FRAME_attack02;
            self->touch = NULL;
        }
        return;
    }

    self->touch = NULL;
}

void mutant_jump_takeoff(edict_t *self)
{
    vec3_t  forward;

    gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
    AngleVectors(self->s.angles, forward, NULL, NULL);
    self->s.origin[2] += 1;
    VectorScale(forward, 600, self->velocity);
    self->velocity[2] = 250;
    self->groundentity = NULL;
    self->monsterinfo.aiflags |= AI_DUCKED;
    self->monsterinfo.attack_finished = level.framenum + 3 * BASE_FRAMERATE;
    self->touch = mutant_jump_touch;
}

void mutant_check_landing(edict_t *self)
{
    if (self->groundentity) {
        gi.sound(self, CHAN_WEAPON, sound_thud, 1, ATTN_NORM, 0);
        self->monsterinfo.attack_finished = 0;
        self->monsterinfo.aiflags &= ~AI_DUCKED;
        return;
    }

    if (level.framenum > self->monsterinfo.attack_finished)
        self->monsterinfo.nextframe = FRAME_attack02;
    else
        self->monsterinfo.nextframe = FRAME_attack05;
}

static const mframe_t mutant_frames_jump[] = {
    { ai_charge,   0, NULL },
    { ai_charge,  17, NULL },
    { ai_charge,  15, mutant_jump_takeoff },
    { ai_charge,  15, NULL },
    { ai_charge,  15, mutant_check_landing },
    { ai_charge,   0, NULL },
    { ai_charge,   3, NULL },
    { ai_charge,   0, NULL }
};
const mmove_t mutant_move_jump = {FRAME_attack01, FRAME_attack08, mutant_frames_jump, mutant_run};

void mutant_jump(edict_t *self)
{
    self->monsterinfo.currentmove = &mutant_move_jump;
}

//
// CHECKATTACK
//

bool mutant_check_melee(edict_t *self)
{
    if (range(self, self->enemy) == RANGE_MELEE)
        return true;
    return false;
}

bool mutant_check_jump(edict_t *self)
{
    vec3_t  v;
    float   distance;

    if (self->absmin[2] > (self->enemy->absmin[2] + 0.75f * self->enemy->size[2]))
        return false;

    if (self->absmax[2] < (self->enemy->absmin[2] + 0.25f * self->enemy->size[2]))
        return false;

    v[0] = self->s.origin[0] - self->enemy->s.origin[0];
    v[1] = self->s.origin[1] - self->enemy->s.origin[1];
    v[2] = 0;
    distance = VectorLength(v);

    if (distance < 100)
        return false;
    if (distance > 100) {
        if (random() < 0.9f)
            return false;
    }

    return true;
}

bool mutant_checkattack(edict_t *self)
{
    if (!self->enemy || self->enemy->health <= 0)
        return false;

    if (mutant_check_melee(self)) {
        self->monsterinfo.attack_state = AS_MELEE;
        return true;
    }

    if (mutant_check_jump(self)) {
        self->monsterinfo.attack_state = AS_MISSILE;
        // FIXME play a jump sound here
        return true;
    }

    return false;
}

//
// PAIN
//

static const mframe_t mutant_frames_pain1[] = {
    { ai_move,    4,  NULL },
    { ai_move,    -3, NULL },
    { ai_move,    -8, NULL },
    { ai_move,    2,  NULL },
    { ai_move,    5,  NULL }
};
const mmove_t mutant_move_pain1 = {FRAME_pain101, FRAME_pain105, mutant_frames_pain1, mutant_run};

static const mframe_t mutant_frames_pain2[] = {
    { ai_move,    -24, NULL },
    { ai_move,    11, NULL },
    { ai_move,    5,  NULL },
    { ai_move,    -2, NULL },
    { ai_move,    6,  NULL },
    { ai_move,    4,  NULL }
};
const mmove_t mutant_move_pain2 = {FRAME_pain201, FRAME_pain206, mutant_frames_pain2, mutant_run};

static const mframe_t mutant_frames_pain3[] = {
    { ai_move,    -22, NULL },
    { ai_move,    3,  NULL },
    { ai_move,    3,  NULL },
    { ai_move,    2,  NULL },
    { ai_move,    1,  NULL },
    { ai_move,    1,  NULL },
    { ai_move,    6,  NULL },
    { ai_move,    3,  NULL },
    { ai_move,    2,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    1,  NULL }
};
const mmove_t mutant_move_pain3 = {FRAME_pain301, FRAME_pain311, mutant_frames_pain3, mutant_run};

void mutant_pain(edict_t *self, edict_t *other, float kick, int damage)
{
    float   r;

    if (self->health < (self->max_health / 2))
        self->s.skinnum = 1;

    if (level.framenum < self->pain_debounce_framenum)
        return;

    self->pain_debounce_framenum = level.framenum + 3 * BASE_FRAMERATE;

    if (skill->value == 3)
        return;     // no pain anims in nightmare

    r = random();
    if (r < 0.33f) {
        gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
        self->monsterinfo.currentmove = &mutant_move_pain1;
    } else if (r < 0.66f) {
        gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
        self->monsterinfo.currentmove = &mutant_move_pain2;
    } else {
        gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
        self->monsterinfo.currentmove = &mutant_move_pain3;
    }
}

//
// DEATH
//

void mutant_dead(edict_t *self)
{
    VectorSet(self->mins, -16, -16, -24);
    VectorSet(self->maxs, 16, 16, -8);
    self->movetype = MOVETYPE_TOSS;
    self->svflags |= SVF_DEADMONSTER;
    gi.linkentity(self);

    M_FlyCheck(self);
}

static const mframe_t mutant_frames_death1[] = {
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL }
};
const mmove_t mutant_move_death1 = {FRAME_death101, FRAME_death109, mutant_frames_death1, mutant_dead};

static const mframe_t mutant_frames_death2[] = {
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL }
};
const mmove_t mutant_move_death2 = {FRAME_death201, FRAME_death210, mutant_frames_death2, mutant_dead};

void mutant_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
    int     n;

    if (self->health <= self->gib_health) {
        gi.sound(self, CHAN_VOICE, gi.soundindex("misc/udeath.wav"), 1, ATTN_NORM, 0);
        for (n = 0; n < 2; n++)
            ThrowGib(self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
        for (n = 0; n < 4; n++)
            ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
        ThrowHead(self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
        self->deadflag = DEAD_DEAD;
        return;
    }

    if (self->deadflag == DEAD_DEAD)
        return;

    gi.sound(self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
    self->deadflag = DEAD_DEAD;
    self->takedamage = DAMAGE_YES;
    self->s.skinnum = 1;

    if (random() < 0.5f)
        self->monsterinfo.currentmove = &mutant_move_death1;
    else
        self->monsterinfo.currentmove = &mutant_move_death2;
}

//
// SPAWN
//

/*QUAKED monster_mutant (1 .5 0) (-32 -32 -24) (32 32 32) Ambush Trigger_Spawn Sight
*/
void SP_monster_mutant(edict_t *self)
{
    if (deathmatch->value) {
        G_FreeEdict(self);
        return;
    }

    sound_swing = gi.soundindex("mutant/mutatck1.wav");
    sound_hit = gi.soundindex("mutant/mutatck2.wav");
    sound_hit2 = gi.soundindex("mutant/mutatck3.wav");
    sound_death = gi.soundindex("mutant/mutdeth1.wav");
    sound_idle = gi.soundindex("mutant/mutidle1.wav");
    sound_pain1 = gi.soundindex("mutant/mutpain1.wav");
    sound_pain2 = gi.soundindex("mutant/mutpain2.wav");
    sound_sight = gi.soundindex("mutant/mutsght1.wav");
    sound_search = gi.soundindex("mutant/mutsrch1.wav");
    sound_step1 = gi.soundindex("mutant/step1.wav");
    sound_step2 = gi.soundindex("mutant/step2.wav");
    sound_step3 = gi.soundindex("mutant/step3.wav");
    sound_thud = gi.soundindex("mutant/thud1.wav");

    self->movetype = MOVETYPE_STEP;
    self->solid = SOLID_BBOX;
    self->s.modelindex = gi.modelindex("models/monsters/mutant/tris.md2");
    VectorSet(self->mins, -32, -32, -24);
    VectorSet(self->maxs, 32, 32, 48);

    self->health = 300;
    self->gib_health = -120;
    self->mass = 300;

    self->pain = mutant_pain;
    self->die = mutant_die;

    self->monsterinfo.stand = mutant_stand;
    self->monsterinfo.walk = mutant_walk;
    self->monsterinfo.run = mutant_run;
    self->monsterinfo.dodge = NULL;
    self->monsterinfo.attack = mutant_jump;
    self->monsterinfo.melee = mutant_melee;
    self->monsterinfo.sight = mutant_sight;
    self->monsterinfo.search = mutant_search;
    self->monsterinfo.idle = mutant_idle;
    self->monsterinfo.checkattack = mutant_checkattack;

    gi.linkentity(self);

    self->monsterinfo.currentmove = &mutant_move_stand;

    self->monsterinfo.scale = MODEL_SCALE;
    walkmonster_start(self);
}
